From other threads... What I said for fixing WHM.
WHM being the healer I've used the most so I rather let other people who have more experience with other healers specifically come up with fixes and additions to those.Keep Stone I to Stone IV as the primary attack spell, and just increase their potency through traits throughout the levels.
Make Glare I to Glare IV into a separate spell, one that requires stacks of Sacred Sight to cast as the way Glare IV currently does.
Entirely replace Freecure with a new trait with one that would grant a stack of Sacred Sight at about 30% proc chance on ever Spell cast.
Replace Planary Indulgence with Seraph Strike, make Seraph Strike cost 1 Lily to use and nourish the Blood Lily.
Because of a better alternative for nourishing the Blood Lily, Afflatus Misery's potency can be dropped as it no longer would have to be DPS neutral to Glare(or Stone with these changes).
Remove MP recovery from Assize, and add it to Afflatus Solace and Afflatus Rapture.
Hunt trains are most efficient for farming tomes, except... due to how participation is calculated and how mechanics one-shot squishies you are discouraged in using other jobs than tanks and this is the ideal party composition for themExtremes give 15 tomes per kill. The devs should increase that by tenfold if they want me to avoid dungeons, so I can cap tomes with the limited time I have. Until then, I'll continue to give feedback on dungeons where people of all skill levels are heavily encouraged to farm their weekly tomes.:
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I think there is actually a way to fix OGCDs being so predominant while also not removing them.
Make the basic GCD heals like Medica or Succor completely MP free, so the only cost would be your GCD. Then add MP costs to every currently free tool, from Afflatus Rapture to Pneuma, with the strongest tools costing the most MP.
With that kind of design, while not forced to use GCD heals, you'd want to opt into using them to conserve MP for when you actually need your strong OGCD tools. It also wouldn't harm the less experienced players because they mostly GCD heal anyway.


Honestly I still like the puzzle fights but also miss the execution based fights. Really wish we could just have both in savage. CBU3 really just throws away old ideas and systems and instead of revamping or fixing them.Also, savage has already gotten much easier over time. While older savages were more execution-based, modern savage is mostly puzzle fights, so literally anyone can clear it if they know the answer to the puzzle.
So I don't know what else can be taken from us at this point.



There is a right way and a wrong way to do puzzle fights.
A8S is puzzles done right, there's Legislation, Gavel and adds phase, they're puzzles to be solved but they also require good execution.
P8S is a puzzle fight done badly, High Concept is barely even a mechanic once you learn what you need to do. There's so much time to do what you need to do and there's really only 2 permutations.





Man, WAR is like a black hole that sucks the fun out of other jobs. The Wuk Lamat of job design.








perhaps you can explain then, why War and Mnk now get .. an aoe heal?DPS game play already stops short of where healer game play does. Why aren't we hearing complaints about a lack of DPS game play?
The big difference between the two is that the DPS experience is generally consistent. They rarely need to alter their focus while the healer does frequently if not constantly. The healer experience varies depending on other in the party. Skilled players mean only needing to worry about unavoidable damage. One or more lesser skill players means needing to keep more constant watch on the party (is the less skilled player standing in mechanics, are they stacking on others when they should be standing apart so more party members need healing, etc.).
That is why SE has to use caution in designing healer responsibility in normal content. Not only does the healer need to be able to adjust to what the party is doing, different healers have different reaction times based on their own skill and familiarity with the content. That is expected in normal content that is meant for everyone while in more difficult content, players are already expected to understand how to play their job and react to mechanics correctly (outside of a short learning period when they first start working on the content progression). That allows SE to increase expected healer responsibilities in that content, theoretically creating a better game play experience for good healers.
in case you did notice, thats adding to the responsibility of both tank and dps to heal the group. When does SE decide to add Rescue as well? they already set the stage when Wuk did it as a warrior.
SE is certainly using caution to move more healing to other roles away from healers. I dont think its wrong to ask them what the heck they are doing with healers and expect some kind of answer. they have been fairly clear with intentions before.. why not now? Yoshi P has said he wanted to be more transparent about job changes, where is that transparency for healers?
I have said it before and I'll say it again, as a casual, I do expect some challenge in a game, I dont need to be fed baby food. I want a sense of accomplishment. If I wanted to be given everything I would play Warrior....
#FFXIVHEALERSTRIKE
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